Commit Graph

170 Commits

Author SHA1 Message Date
Joonas Rikkonen 4ebe3d715e Characters stay alive for 30 seconds after a client disconnects, and if the client rejoins during that time they regain control of the character. Closes #42 2018-08-06 13:38:39 +03:00
Joonas Rikkonen 2f5ca65542 Fixed nullref exceptions when a character dies while holding an item. 2018-08-03 19:54:58 +03:00
Joonas Rikkonen 9099b191d0 Fix (or a workaround) to characters teleporting inside/through colliders when leaving a sub (see #552). Gaps do a raycast out from the sub to see if there are obstacles outside, and if so, ragdolls place a collider at the corresponding position inside the sub. The collider is simply a straight axis-aligned line atm, so it doesn't work accurately with sloped ice/submarine walls, but does prevent the ragdoll from ending up inside the obstacles. TODO: use a few edges to approximate the shape of the obstacles more closely? 2018-08-02 16:48:51 +03:00
Joonas Rikkonen 5a6a8e2501 Wifi components can't communicate with the enemy sub in combat missions. Fixes #554 2018-08-01 13:52:47 +03:00
Joonas Rikkonen d81ee1a27e Added a bunch of checks to make sure a normalized zero vector (= NaN, NaN) is not used in any position/velocity/movement calculations. There were at least three places where it was causing problems according to error reports: when a character that can't enter a sub spawns at the center of a hull and when using an underwater scooter or throwing something while the cursor is at the position of the character, but there were tons of other places as well where it may have potentially caused physics errors. 2018-07-31 12:28:04 +03:00
Joonas Rikkonen 7977e47359 Fixes 2018-07-23 19:24:44 +03:00
Joonas Rikkonen 25a62b3a51 More physics error checks, ragdoll clamps the velocity returned by PhysicsBody.CorrectPosition to prevent applying excessively high velocities to the collider if the position has changed significantly between frames 2018-07-23 17:58:02 +03:00
Joonas Rikkonen a373c589d1 Fixed ragdoll dropping away from the collider if it's freezed while swimming (e.g. if a client disconnects when in water) 2018-07-23 17:44:32 +03:00
Joonas Rikkonen 5ebfde72de Fixed ragdoll collision categories not being updated when CheckDistFromCollider re-enables limb collisions. Fixes #508 2018-07-22 16:00:32 +03:00
Joonas Rikkonen 9880a74218 Added check for removed AITarget to EnemyAIController.UpdateEscape 2018-07-20 16:37:41 +03:00
Joonas Rikkonen faf0a87cfa Added a bunch of error checks to physicsbody-manipulating code 2018-07-20 16:33:12 +03:00
Joonas Rikkonen 20ed61a879 Version string sent to GameAnalytics includes the name and hash of the exe (makes it easier to identify events/errors from modded games), added stack trace to a ragdoll error message 2018-07-20 12:24:05 +03:00
Joonas Rikkonen e7e7d32123 Cherry-picked 0ff9a3d (more ragdoll optimization) 2018-07-20 12:21:53 +03:00
Joonas Rikkonen 15331c58bb Cherry-picked fa84c5b (ragdoll optimization) 2018-07-20 12:08:18 +03:00
Joonas Rikkonen 49c6b177e3 Added wrapper methods that check if user statistics are enabled to GameAnalyticsManager 2018-07-20 12:05:13 +03:00
Joonas Rikkonen f822e77241 Checking if the position is valid in Ragdoll.FindHull 2018-07-19 22:21:08 +03:00
Joonas Rikkonen f1c4bd3c67 - Some of the non-game-crashing error messages are sent to GameAnalytics.
- Changed crash severity from Error to Critical.
- Exception handling when loading submarine preview images.
- Checking if position is valid in Ragdoll.SetPosition.
2018-07-19 22:12:50 +03:00
Joonas Rikkonen d00b52882f Added UpdateUseItem method from d253863 2018-07-18 12:14:09 +03:00
Joonas Rikkonen 89b26008a6 Projectile damage range is set to the radius of the item's collider if the range is not given in the xml. Structure.AddDamage uses the edges of the sections to calculate the distance to a damage source, i.e. the damage area only has to "touch" the section to do damage. Closes #479 2018-07-16 15:44:26 +03:00
Joonas Rikkonen 015eacbcb0 Fixed GameAnalytics thread becoming active despite user statistics being disabled, causing the game to stay active in the background when quitting. 2018-07-13 11:29:11 +03:00
Joonas Rikkonen 4f874a276b Fixed crashes caused by characters with no AI config due to missing SteeringManagers. Closes #469 2018-07-13 11:01:42 +03:00
Joonas Rikkonen c7e220d222 Collecting some more usage statistics: selected game mode, mission, submarine, content package, traitors on/off, kills 2018-07-10 15:49:08 +03:00
Joonas Rikkonen bb31fd1e73 Moved some client-specific limb code to the client project, dripping water particles when characters get out from water 2018-05-21 19:17:34 +03:00
Joonas Rikkonen ceaba2f5ca Fixed some entities occasionally not being removed at the end of a round. CargoMission removed the cargo items at the end of a round without checking if the items have already been removed, which could cause another entity to be removed from the entity dictionary if it's taken the ID of the cargo item. This prevented the new entity from being removed in Entity.RemoveAll, causing errors during the next round. Closes #278 2018-04-23 13:55:08 +03:00
Joonas Rikkonen 177f31d538 Some more logging to help diagnose #278, a potential workaround to remove items/characters that Entity.RemoveAll failed to remove for some reason. 2018-04-20 16:50:10 +03:00
Joonas Rikkonen eed7b72b4e Fixed player-controlled creatures being able to do damage to themselves and RepairTools causing damage to the user regardless of the user's skills. 2018-04-18 15:04:18 +03:00
Joonas Rikkonen 276798d88b Fixed null exception in IndoordsSteeringManager. Closes #326 2018-03-10 18:47:59 +02:00
Joonas Rikkonen df746db421 Ladders can be climbed by holding up/down while standing next to them without having to select them first. 2018-03-08 11:01:17 +02:00
Joonas Rikkonen 4421c8a5de Fixed camera shake continuing indefinitely if a character falls unconscious due to impact damage 2018-03-08 10:43:54 +02:00
Joonas Rikkonen 6ddcd65f18 RepairTools can do damage to characters by hitting the collider. Closes #299 2018-03-05 12:34:21 +02:00
Joonas Rikkonen b49f47d3d9 Ladder waypoint generation fix: waypoints are not just placed at the top and bottom of the ladders (and at hatches on the ladders), but above every platform along the ladders (-> waypoints work correctly on ladders spanning through multiple floors). + Some ladder climbing fixes in IndoorsSteeringManager. 2018-03-02 17:45:13 +02:00
Joonas Rikkonen 07d3d69040 Equipped items can be swapped by double-clicking, fixed inventories getting messed up when swapping multi-slot items fails (e.g. drag a jumpsuit on an equipped diving suit). 2018-03-02 15:24:54 +02:00
Joonas Rikkonen 10189254b5 GrabLimb type is written in character network messages as byte instead of UInt16 2018-03-01 23:43:10 +02:00
Joonas Rikkonen 2b4c01d18b Fixed debug assertion fail in World.Raycast if a limb is (almost) exactly at the position of a character's collider when calling TrySetLimbPosition. 2018-03-01 22:07:18 +02:00
Joonas Rikkonen 9f6868eaaa Fixed crashing when attempting to perform CPR _as_ a headless character. 2018-03-01 10:17:32 +02:00
Joonas Rikkonen 38e80be05d Some more debug logging 2018-02-28 18:04:40 +02:00
Joonas Rikkonen c803e23c50 Added checks for character removal to a bunch of places. Some of these may not necessary, but at least MeleeWeapon, Projectile and Controller still accessed the user after the user had been removed. 2018-02-28 17:37:20 +02:00
Joonas Rikkonen 795b2e4cad Fixed crashing when attempting to perform CPR on a character with no head. Closes #294 2018-02-27 15:01:53 +02:00
Joonas Rikkonen 77940fa992 Added some debug logging, Character.Revive removes the existing AITarget from the character before creating a new one 2018-02-26 18:05:03 +02:00
Joonas Rikkonen 7f740c2f67 Attempt to diagnose issues #278, #284 and #291. It appears that the game attempts to access the Limbs-field of a ragdoll after it's been set to null (which should only happen when the ragdoll is removed). 2018-02-26 15:06:00 +02:00
Joonas Rikkonen 24cb7a3659 Husk infection state can be decreased after the infection reaches the active state (causing the husk appendage to be removed). Calyxanide still has a conditional preventing the decrease, but now it's possible for modders to revert huskification without code modifications. Closes #258 2018-02-21 11:12:49 +02:00
Joonas Rikkonen d414e8e103 Fixed StatusEffects not being able to decrease stun timer. Closes #255 2018-02-20 22:44:32 +02:00
Joonas Rikkonen ff85400f01 Removed hard-coded path to humanhusk (now the huskified human config is found based on the name), characters with severed limbs cannot turn into husks. Closes #243 2018-02-05 15:55:32 +02:00
Joonas Rikkonen 60ad5ed3fb Reverted b26b6a74. Making stunned characters receive damage from limb impacts caused them to suffer excessive amounts of damage when falling or getting thrown around when the sub hits something (e.g. a moloch attacking a sub could easily kill crew members by bumping the sub and falling down the stairs was often a death sentence). In general I don't think it's a good idea to apply impact damage from limb impacts, because the limbs may occasionally move or rotate at very high velocities due to the animations. 2018-02-05 11:16:03 +02:00
Joonas Rikkonen dcb6de32c0 Some more hard-coded text removal 2018-01-31 19:01:48 +02:00
Joonas Rikkonen 729f850175 Fixed a "sequence contains no elements" exception in IndoorsSteeringManager 2018-01-26 17:28:48 +02:00
Joonas Rikkonen e6e132aa1e More gib particles when characters get crushed by pressure 2018-01-25 13:56:39 +02:00
Joonas Rikkonen 0f7befa09e Fixed occasional invalid object header errors when attempting to send a status NetworkEvent for a character (easy way to reproduce was to kill multiple characters during the same frame with an explosion). 2018-01-16 17:02:01 +02:00
Joonas Rikkonen a3f49e0bc5 Pathfinding fixes:
- The parent fields of the nodes are cleared before finding a path. Should fix the "constructing final path failed" errors.
- Nodes that have been marked as unreachable because of GetNodePenalty can still be used if another path to the node is found.
2018-01-11 16:03:16 +02:00
Joonas Rikkonen e2c7b684de Fixed character limb rendering order not being consistent (limbs with the same depth value being randomly drawn behind or in front of each other) 2018-01-11 13:32:21 +02:00